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What's Your Experience With Gestalt Characters?
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<blockquote data-quote="Readerbreeder" data-source="post: 2047092" data-attributes="member: 27602"><p>Hello all,</p><p></p><p> Here's the story -- I've been DM'ing a group of 5 guys for about two years now (currently D&D 3.5E). The campaign's been going fine up until a few months ago, when it began to stall out because three of the players have been working at jobs with bizarre, impossible-to-predict-ahead-of-time schedules (a firefighter and police officer being two of them). For those of you into math, this leaves me with two players out of five much of the time. </p><p> Rather than scrapping the campaign and penalizing players who aren't responsible for their predicament, the two remaining players and I are considering beginning a side campaign when it's just the three of us, and running the main campaign when everyone's in one place. </p><p> I like the idea of gestalt characters from UA, which might give me half a chance at running published adventures with only two characters, but I worry that without all <em>classes</em> being able to act in a single round or turn (as opposed to all <em>characters</em> ), my guys will still be overwhelmed by a normalized encounter without serious adventure tweaking (or dice fudging). </p><p> My question -- Is there anyone out there who has experience with running/playing gestalt characters who can tell me how they stack up with adventures geared for "normal" characters?</p></blockquote><p></p>
[QUOTE="Readerbreeder, post: 2047092, member: 27602"] Hello all, Here's the story -- I've been DM'ing a group of 5 guys for about two years now (currently D&D 3.5E). The campaign's been going fine up until a few months ago, when it began to stall out because three of the players have been working at jobs with bizarre, impossible-to-predict-ahead-of-time schedules (a firefighter and police officer being two of them). For those of you into math, this leaves me with two players out of five much of the time. Rather than scrapping the campaign and penalizing players who aren't responsible for their predicament, the two remaining players and I are considering beginning a side campaign when it's just the three of us, and running the main campaign when everyone's in one place. I like the idea of gestalt characters from UA, which might give me half a chance at running published adventures with only two characters, but I worry that without all [I]classes[/I] being able to act in a single round or turn (as opposed to all [I]characters[/I] ), my guys will still be overwhelmed by a normalized encounter without serious adventure tweaking (or dice fudging). My question -- Is there anyone out there who has experience with running/playing gestalt characters who can tell me how they stack up with adventures geared for "normal" characters? [/QUOTE]
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